Patent application title: Payout Systems and Methods

Abstract:

Various embodiments of payout systems and methods are disclosed. One
embodiment, among others, comprises providing a defined payout amount and
a player adjustable payout volatility for a video gaming device, and
responsive to player input, modifying the payout volatility while
maintaining the defined payout amount.

Claims:

1. A method, comprising:providing a defined payout amount and a player
adjustable payout volatility for a video gaming device; andresponsive to
player input, modifying the payout volatility while maintaining the
defined payout amount.

2. The method of claim 1, wherein the defined payout amount is programmed
into the video gaming device.

3. The method of claim 1, wherein providing the player adjustable payout
volatility further comprises providing a user interface that enables a
player to modify the payout volatility.

5. The method of claim 3, wherein providing the user interface further
comprises providing one or more display elements that enable a player to
increase and decrease a frequency of one or more tier wins.

7. The method of claim 1, further comprising providing a payout based on
the payout volatility.

8. The method of claim 1, further comprising prohibiting input by a player
that corresponds to an impossible or impermissible payout volatility
combination by disabling the combination based on other selections made
by the player.

10. The method of claim 8, wherein prohibiting further comprises adjusting
a payout volatility parameter, other than a parameter corresponding to
the impossible or impermissible payout volatility combination, to
compensate for a selection by the player that corresponds to the
impossible or impermissible payout volatility combination.

11. The method of claim 10, further comprising providing visual feedback,
audio feedback, or a combination of both that automatic adjustment of the
payout volatility to compensate for the player input that corresponds to
an impossible or impermissible payout volatility combination is taking
place.

12. A system, comprising:a memory with gaming software; anda processor
configured with the gaming software to provide a defined payout amount
and a player adjustable payout volatility for a video gaming device, and
responsive to player input, modify the payout volatility while
maintaining the defined payout amount.

13. The system of claim 12, wherein the processor is further configured
with the gaming software to generate a user interface, the user interface
enabling a player to modify the payout volatility.

14. The system of claim 13, further comprising a touch screen display, on
which the processor is further configured with the gaming software to
provide the user interface.

15. The system of claim 13, wherein the user interface further comprises
one or more adjustable display elements that enable the player to
increase and decrease a frequency of one or more tier wins.

16. The system of claim 15, wherein the tier wins comprises one or more of
low tier wins, mid-low tier wins, middle tier wins, mid-high tier wins,
and high tier wins.

17. The system of claim 12, wherein the processor is further configured
with the software to display the payout volatility.

18. The system of claim 12, wherein the processor is further configured
with the software to prohibit input by a player that corresponds to an
impossible or impermissible payout volatility combination by disabling
the combination based on other selections made by the player.

19. The system of claim 18, wherein the processor is further configured
with the software to visually differentiate the impossible or
impermissible payout volatility combination.

20. The system of claim 18, wherein the processor is further configured
with the software to prohibit by adjusting a payout volatility parameter,
other than a parameter corresponding to the impossible or impermissible
payout volatility combination, to compensate for a selection by the
player that corresponds to the impossible or impermissible payout
volatility combination.

21. The system of claim 20, wherein the processor is further configured
with the software to provide visual feedback, audio feedback, or a
combination of both that automatic adjustment of the payout volatility to
compensate for the player input that corresponds to an impossible or
impermissible payout volatility combination is taking place.

22. A system, comprising:means for providing a defined payout amount and a
player adjustable payout volatility for a video gaming device;
andresponsive to player input, means for modifying the payout volatility
while maintaining the defined payout amount.

23. The system of claim 22, further comprising means for displaying the
payout volatility.

24. A computer readable medium storing a computer program for enabling
adjustable payout volatility, comprising:logic configured to provide a
defined payout amount and a player adjustable payout volatility for a
video gaming device; andlogic configured to, responsive to player input,
modify the payout volatility while maintaining the defined payout amount.

Description:

[0002]Gaming machines such as mechanically driven slot machines have been
a staple of the gaming and entertainment industries for years. With the
advent of computers, electronic forms of gaming machines such as video
slots, video bingo, video poker, video keno and video blackjack have
emerged and become increasingly popular. Such electronic devices continue
to grow in popularity with the development of enhanced computer-generated
graphics and sounds, making them more attractive to a wider audience of
participants.

[0003]With the recent growth in the electronic gaming machine market,
competition between manufacturers to place their equipment in available
venues has become fierce. When selecting which machines to put into their
facilities, the operators of gaming establishments give substantial
consideration to their patrons' perception of a game as being
entertaining and exciting.

[0004]One aspect to providing excitement in play involves how often a
player receives a payout and at what amount. Player preference in this
respect is as varied as the machines. That is, there exists variations in
the manner machines provide such payouts and consequently, some players
desire some machines more than others based on these differences. For
instance, some gaming machines provide a payout with low frequency, but
of significant dollar value. On the other hand, some machines provide low
dollar amount payouts but with relatively high frequency. Other machines
provide variations in between. Ultimately, one need with these and other
systems is that of encouraging continued play.

SUMMARY

[0005]Various embodiments of payout systems and methods are disclosed. One
embodiment, among others, comprises providing a defined payout amount and
a player adjustable payout volatility for a video gaming device, and
responsive to player input, modifying the payout volatility while
maintaining the defined payout amount.

[0006]Other systems, methods, features, and advantages of the present
disclosure will be or become apparent to one with skill in the art upon
examination of the following drawings and detailed description. It is
intended that all such additional systems, methods, features, and
advantages be included within this description, and be within the scope
of the present disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

[0007]Many aspects of the disclosure can be better understood with
reference to the following drawings. The components in the drawings are
not necessarily to scale, emphasis instead being placed upon clearly
illustrating the principles of the disclosed systems and methods.
Moreover, in the drawings, like reference numerals designate
corresponding parts throughout the several views.

[0008]FIG. 1 is a block diagram of an embodiment of a gaming system.

[0009]FIG. 2 is a schematic diagram of an embodiment of a video gaming
machine of the gaming system shown in FIG. 1.

[0010]FIG. 3 is a screen diagram of an embodiment of a Bingo game user
interface presented on a primary display of the video gaming machine
shown in FIG. 2.

[0011]FIG. 4A is a screen diagram of an embodiment of an equalizer user
interface presented on a primary display of the video gaming machine
shown in FIG. 2.

[0012]FIG. 4B is a screen diagram of an embodiment of a message overlaid
on the equalizer user interface similar to that shown in FIG. 4A warning
that a selected combination is impermissible.

[0013]FIG. 5 is a flow diagram of an embodiment of a gaming method.

[0014]FIG. 6 is a flow diagram of an alternate embodiment of a gaming
method.

DETAILED DESCRIPTION

[0015]Disclosed herein are various embodiments of payout systems and
methods (collectively, "payout systems"). Such payout systems enable a
player to adjust payout volatility of a gaming machine that he or she is
playing. Volatility generally refers to the variability of frequency
and/or magnitude of a reward (i.e., payout) provided to a player of a
gaming machine. In conventional systems, the player is provided no
ability to adjust the payout volatility of a game, and hence, the
frequency and volatility of a gaming machine remains fixed according to
the parameters set by the game software on site via read-only-memory
(ROM) devices or downloaded from a game server. Providing a player with
the ability to adjust the payout volatility can increase excitement of
play and improve satisfaction by tailoring the outcome to suit individual
tastes.

[0016]The present disclosure now will be described more fully hereinafter
with reference to the accompanying drawings, in which some, but not all
embodiments are shown. Indeed, the disclosed systems and methods may be
embodied in many different forms and should not be construed as limited
to the embodiments set forth herein. Rather, these embodiments are
provided so that this disclosure will satisfy applicable legal
requirements.

[0017]FIG. 1 is a block diagram of an embodiment of a gaming system 100.
The gaming system 100 includes one or more game servers 101-1 through
101-n networked to a plurality of individual gaming machines 103 via a
network 105 (e.g., a local area network (LAN) such as an Ethernet
connection, a wide area network (WAN), or other media). Each gaming
machine 103 may be located locally or remotely with respect to one
another. In one embodiment, game servers 101-1 through 101-n can
implement gaming software 102. The gaming software 102 can be implemented
in software, as an executable program, and can be executed by a special
or general purpose digital computer, such as a personal computer (PC;
IBM-compatible, Apple-compatible, or otherwise), workstation,
minicomputer, or mainframe computer. The gaming software 102 includes a
user-interface (UI) module 104 that provides an interactive equalizer
user interface as described below. Web-page or screen display generation
and formatting mechanisms involved in generating the various displays are
known in the art and, therefore are not discussed here.

[0018]The gaming software 102 also includes one or more data structures,
such as one or more pay table(s) 107, to provide volatility in the
payout, and a computation module 109 that performs calculations necessary
to adjust or change the pay table 107. In one embodiment, the volatility
is adjusted by a player through an equalizer user interface presented
through the UI module 104. The gaming software 102 is also programmed to
maintain a fixed return (e.g., fixed percentage) for each respective
gaming machine 103, as is known. In other words, regardless of the
volatility of the game, the percentage of money wagered that is paid out
as winnings remains the same. Hence, the gaming software 102 enables
player adjustment of payout volatility via presentation of the equalizer
user interface, while maintaining the programmed return.

[0019]Additional software modules (integrated with the gaming software 102
or separate) are also included in memory 108, though not shown for
brevity, including random number generation software for generating
winning combinations (e.g., cards, bingo balls, reels, etc.), among other
functions, as should be understood by one having ordinary skill in the
art. Although shown integral to the gaming software 102, one having
ordinary skill in the art should understand in the context of this
disclosure that the UI module 104, the computation module 109, and/or pay
tables 107 can be separate modules distributed among various components
or devices, and that each module may be further configured using a
plurality of submodules. For instance, in one embodiment, the computation
module 109 may reside in game server 101-n, and the pay tables 107 and/or
the UI module 104 may reside in game server 101-1 and/or the gaming
machines 103. Such an embodiment may be implemented to provide enough
computation capability to perform the calculations necessary to adjust or
change the pay tables 107 in gaming machines 103 or game server 101-1 in
as quick a manner as possible so as not to keep the player waiting while
the changes are computed and made ready for game play. In some
embodiments, the gaming software 102 (and accompanying modules) may be
located in each gaming machine 103, in addition to or in lieu of being
located in game servers 101-1 through 101-n.

[0020]Generally, in terms of hardware architecture, as shown in FIG. 1,
game servers 101-1 through 101-n include a processor 106, memory 108, and
one or more input and/or output (I/O) devices or peripherals 110 that are
communicatively coupled via a local interface 112. The local interface
112 can be, for example, one or more buses or other wired or wireless
connections. The local interface 112 may have additional elements (not
shown) to enable communications, such as controllers, buffers (caches),
drivers, repeaters, and receivers. Further, the local interface 112 may
include address, control, and/or data connections to enable appropriate
communications among the aforementioned components. Game servers 101-1
through 101-n can also communicate with the database 114 via the network
105. The local database 114 can be external to or integral to game
servers 101-1 through 101-n.

[0021]The processor 106 is a hardware device capable of executing
software, particularly that stored in memory 108. The processor 106 can
be any custom made or commercially available processor, a central
processing unit (CPU), an auxiliary processor among several processors
associated with the game server 101-1, a semiconductor based
microprocessor (in the form of a microchip or chip set), a
macroprocessor, or generally any device for executing software
instructions.

[0022]Memory 108 can include any one or combination of volatile memory
elements (i.e., random access memory) such as DRAM, SRAM or SDRAM and
non-volatile memory elements such as ROM, hard drive, tape or CDROM.
Moreover, the memory 108 may incorporate electronic, magnetic, optical,
and/or other types of storage media. Note that memory 108 can have a
distributed architecture where various components are situated remote
from one another but can be accessed by the processor 106.

[0023]The software in memory 108 may include one or more separate
programs, each of which comprises an ordered listing of executable
instructions for implementing logical functions. In one embodiment of a
game server 101-1 of FIG. 1, the software in the memory 108 includes the
gaming software 102 and a suitable operating system (O/S) 116. The
operating system 116 controls the execution of other computer programs,
such as the gaming software 102, and provides scheduling, input-output
control, file and data management, memory management, and communication
control and related services.

[0024]The gaming software 102 can be a source program, executable program
(object code), script, and/or any other entity comprising a set of
instructions to be performed. When a source program, the program may be
translated via a compiler, assembler, interpreter, or the like, which may
or may not be included within memory 108, so as to operate properly in
connection with the operating system 116. Furthermore, the gaming
software 102 can be written as (a) an object oriented programming
language, which has classes of data and methods, or (b) a procedure
programming language, which has routines, subroutines, and/or functions,
including but not limited to, C, C++, Pascal, Basic, Fortran, Cobol,
Perl, Java, ASP, and Ada.

[0025]The gaming software 102 can be stored on any computer readable
medium for use by or in connection with any computer related system or
method. In the context of this document, a computer readable medium is an
electronic, magnetic, optical, or other physical device or means that can
contain or store a computer program for use by or in connection with a
computer related system or method. The gaming software 102 can be
embodied in any computer-readable medium for use by or in connection with
an instruction execution system, apparatus, or device, such as a
computer-based system, processor-containing system, or other system that
can fetch the instructions from the instruction execution system,
apparatus, or device and execute the instructions.

[0026]The I/O devices 110 may include input devices such as a keyboard,
mouse, scanner, microphone, etc., as well as interfaces to various
devices (e.g., an interface to one or more progressive displays not shown
in FIG. 1). Furthermore, the I/O devices 110 may also include output
devices, such as a printer, display, etc. Finally, the I/O devices 110
may further include devices that communicate both inputs and outputs, for
instance a modulator/demodulator (modem for accessing another device,
system, or network), a radio frequency (RF) or other transceiver, a
telephonic interface, a bridge, a router, etc. In one embodiment of the
invention, a progressive display (e.g., to display progressive awards)
may be connected to the I/O interface 110.

[0027]When game servers 101-1 through 101-n are in operation, the
processor 106 is configured to execute software stored within memory 108,
to communicate data to and from memory 108, and to generally control
operations of game server 101-1 through 101-n pursuant to the software.
The gaming software 102 and the operating system 116, in whole or in
part, but typically the latter, are read by the processor 106, perhaps
buffered within the processor 106, and then executed.

[0028]In addition, the scope of the present disclosure includes embodying
the functionality of certain embodiments in logic embodied in hardware or
software-configured mediums.

[0029]FIG. 2 depicts an embodiment of a video gaming machine 103. It is
noted that the term "gaming machine" may refer to any device, activity or
mode of play for gaming (i.e., gambling or redemption), amusement,
competition, or other purposes. Additionally, "gaming machine" may refer
to a "stand alone" player station or console in which case the outcome of
game play is determined locally, or part of a server-based network of
gaming machines in which case the outcome of game play is centrally
determined. The gaming machine 103 includes a cabinet 202 housing a
primary display 204 for displaying game events. The primary display 204
may be a mechanical display such as used in traditional slot machines, or
a video display such as a flat panel LCD as used in electronic games such
as video bingo, video slots, video poker, video keno or video blackjack.
In one embodiment, the gaming machine 103 includes a progressive display
205 for displaying the value of a progressive jackpot. The gaming machine
103 may also include a top glass 207 and a belly glass 209 for displaying
various information such as game rules or graphics designed to attract
players to participate.

[0030]Proximate to the primary display 204 are a series of
electromechanical buttons 206 positioned on the cabinet for use as a user
interface for controlling game play such as selecting a bet amount,
commencing play and cashing out. The specific arrangement and function of
each of the electromechanical buttons 206 is dependent upon the type of
game being played on the gaming machine 103. For example, for a Blackjack
game, the electromechanical buttons 206 may include options for placing a
bet, cashing out, hitting or standing, doubling down, purchasing
insurance and/or splitting. Alternatively, in a poker game, the
electromechanical buttons 206 may include options for placing a bet,
cashing out and/or designating which cards to keep and which to discard.
In one embodiment, the primary display 204 is a "touch screen" upon which
icons corresponding to some or all of the electromechanical buttons 206
appear. The user can activate the functions associated with the icons by
simply touching the appropriate area of the primary display 204 rather
than depressing the electromechanical buttons 206.

[0031]The gaming machine 103 also includes a wager input interface 208,
such as a bill acceptor, into which a player inserts paper currency and
receives credit on the gaming machine 103 for the amount deposited. In
alternate embodiments, the wager input interface 208 can be a ticket
reader, a magnetic card reader, or similar mechanisms, into which the
player places a ticket or magnetic card encoded with a monetary value
purchased from a cashier's station or vending machine.

[0032]FIG. 3 is a screen diagram of an embodiment of a user interface 300
presented on the primary display 204, responsive to a player selecting
one of the game icons (e.g., Bingo) from the primary display shown in
FIG. 2. By way of example, but not limitation, in a Bingo game, the user
interface 300 comprises a display of one or more Bingo "cards" 302, and
includes options that are selectable (e.g., directly via touch screen or
using electromechanical buttons or other input devices) by the player.
For instance, such options may include a pay table button icon 304, a
cash out button icon 306, a play button icon 308, and a payout volatility
button icon 310. One having ordinary skill in the art should understand
that variations in the type of options are included within the scope of
the disclosure, including these and/or other button icons for
presentation to a player.

[0033]Responsive to selecting the pay table button icon 304, a player is
presented with a screen (not shown) that presents a plurality of
different paylines, which define winning combinations of Bingo patterns.
Such a screen or user interface provides button icons or other known
input mechanisms to enable the player to select one or more paylines, as
well as wager amounts for each payline selected. One having ordinary
skill in the art should understand that for other games, such as virtual
"reel" games, the paylines presented may include winning combinations of
reel symbols or other representations of winning combinations depending
on the game selected by the player. The cash out button icon 306 allows a
player to terminate a game and receive credit for any value the player
has remaining on the game. The play button icon 308 enables the user to
commence play of the game on the gaming machine 103. The payout
volatility button icon 310 enables a user to select the payout volatility
for the selected game. In some embodiments, the payout volatility button
icon 310 may be presented in association with, or integral to, the user
interface presented in the primary display 204 before a particular game
is selected.

[0034]Responsive to a player selecting the payout volatility button icon
310, an equalizer user interface 400 is presented, as shown in FIG. 4A.
In some embodiments, the equalizer user interface 400 may be presented
through other mechanisms, such as an icon presented on the primary
display 204 before game selection or through activation of an
electromechanical button located on the gaming machine 103. The equalizer
user interface 400, in one embodiment, is configured in somewhat similar
manner to an audio equalizer as found in a home entertainment system,
although not limited to the configuration shown in FIG. 4A. Hence, the
equalizer user interface 400 includes adjustment levers 402, constant
selection boxes 404, "explanation of electromechanical buttons" 406 and
408, the latter two (406 and 408) of which are presented to assist the
player in making adjustments, and an accept button icon 410 to accept all
adjustments and return to the prior user interface 300 (FIG. 3). Each of
the adjustment levers 402 may be maneuvered (e.g., directly via touch
screen technology) independently to modify the volatility of the payout
based on player preference. In some embodiments, the levers 402 may be
replaced with other control mechanisms (e.g., icons) in lieu of or in
addition to the levers, such as dials, selectors, etc.

[0035]At one extreme, increasing the frequency of low tier wins results in
an increase in the frequency of lower denomination payouts (hence
effectively increasing the average playing time of the player). On the
other hand, increasing the high tier wins results in fewer payouts, but
generally each at a greater value. Adjustments falling in between the low
and high tier wins results in payouts falling in between these two payout
extremes. The number of tier categories can be greater (e.g., more types
than shown in FIG. 4A) or fewer (e.g., less types than shown in FIG. 4A).

[0036]Additionally, the player is provided the option to control certain
types of tier wins as constant via selection of one or more of the
constant selection boxes 404. For instance, as shown in FIG. 4A, low
tier, middle tier, and mid to high tier wins are checked by the player to
maintain the frequency of these types of wins constant, and hence the
gaming software 102 implements a routine to maintain the fixed return
while adjusting the volatility of payout by adjusting according to player
selection the mid-low tier and high tier wins. In some embodiments, if
the player attempts to select a combination of payout volatility
characteristics that are mathematically impossible or impermissible
(i.e., necessarily resulting in a payout percentage greater or less than
the payout percentage fixed by the gaming software), the gaming software
102 provides appropriate feedback to the player and the player must alter
his or her selections.

[0037]In some embodiments, a user interface can be configured differently
than that shown in FIG. 4A, such as through the use of scroll down menu
selections, horizontal slide scales, one or more dials, among other
well-known adjustment mechanisms. In some embodiments, the adjustments
may be made without an accompanying display 204, such as knobs or other
mechanical or electromechanical adjustment mechanisms residing on the
enclosure of the gaming machine 103.

[0038]In one embodiment, illustrated in FIG. 4B, the gaming software 102
presents a user interface 400-1 overlaid on the equalizer user interface
400 that warns the player that the player has created an impossible or
impermissible combination. As shown, the user interface 400-1 comprises a
message screen 412 with a message informing the user of the impossible or
impermissible combination and instructions as to how to remedy the
situation. For instance, the message may comprise the text: "The
combination you have selected is not possible. Please select another
combination." The player must attempt another combination by first
selecting the "OK" icon 414, causing equalizer user interface 400 (FIG.
4A) to reappear, thereby allowing the player to reselect his or her
volatility configuration. The player can then adjust their choices to
create a combination that is mathematically possible or permissible.

[0039]The user interface 400-1 and/or the message screen 412 is but one
example, among many, that may be used in the event of impossible or
impermissible combinations. For instance, in some embodiments, instead
of, or in addition to, providing a warning message on the screen, an
alarm may sound, or a change of colors (e.g., differentiating the
impossible or impermissible combinations) in the equalizer user interface
400 may be presented, or some combination thereof. As another example,
some embodiments may choose to provide the user interface 400-1 on a
separate screen (e.g., not overlaid on the equalizer user interface 400).

[0040]In some embodiments, the gaming software 102 automatically prevents
the player from selecting a mathematically impossible or impermissible
combination. For instance, the gaming software 102 can be configured to
prohibit a player from successfully selecting an impossible or
impermissible combination by automatically preventing the movement of
(e.g., disabling) one or more of the levers 402 (or preventing the
acceptance of one or more moved lever positions) to a position
corresponding to an impossible or impermissible mathematical combination.
As another example, the gaming software 102 can be configured to
automatically adjust one or more of the levers 402 (corresponding to a
payout volatility parameter), other than the one controlled by the
player, to compensate for the impossible or impermissible change made by
the player, in order to create a mathematically possible or permissible
combination. In such embodiments, where automatic adjustment of the
payout volatility parameters (via the levers 402, for example) is taking
place, various visual and/or audio feedback may be presented to the
player.

[0041]In operation, the gaming software 102, responsive to the selections
made in the equalizer user interface 400, adds to or removes winning
combinations from the pay tables. That is, the gaming software 102 (e.g.,
the computation module 109) reconfigures the parameters of the pay tables
107 to provide the adjusted payout volatility while maintaining the
preprogrammed payout or return. Upon the user adjusting the payout
volatility in the equalizer user interface 400, the gaming software 102
compares and matches the selected volatility to the pay tables 107 and
loads the pay tables based on the player selection. In some embodiments,
other mechanisms may be used.

[0042]Having described various embodiments of the gaming system 100, one
should appreciate in the context of the disclosure that one method
embodiment 102a, shown in FIG. 5, comprises providing a defined payout
amount and a player adjustable payout volatility for a video gaming
device (502), and responsive to player input, modifying the payout
volatility while maintaining the defined payout amount (504).

[0043]Another embodiment, denoted as method 102b and shown in FIG. 6,
comprises receiving a player input corresponding to payout volatility
(602), determining whether the input corresponds to an impermissible or
impossible mathematical combination (604), and, if not impermissible or
impossible, computing the payout volatility (606) or otherwise
prohibiting the impermissible or impossible combination from taking
effect (608).

[0044]It should be appreciated that the methods described herein are not
limited to the systems or devices described above and shown in the
accompanying figures.

[0045]Any process descriptions or blocks in flow charts should be
understood as representing modules, segments, or portions of code which
include one or more executable instructions for implementing specific
logical functions or steps in the process, and alternate implementations
are included within the scope of certain embodiments in which functions
may be executed out of order from that shown or discussed, including
substantially concurrently or in reverse order, depending on the
functionality involved, as should be understood by those reasonably
skilled in the art.

[0046]It should be emphasized that the above-described embodiments,
particularly, any "preferred" embodiments, are merely possible examples
of implementations, merely set forth for a clear understanding of the
principles of the disclosure. Many variations and modifications may be
made to the above-described embodiments without departing substantially
from the spirit and principles of the disclosure. All such modifications
and variations are intended to be included herein within the scope of
this disclosure and protected by the following claims.